SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter 4: Wolves of the Pacific
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 05-11-11, 12:42 PM   #16
Anthony W.
Grey Wolf
 
Join Date: Feb 2009
Location: Central Indiana
Posts: 850
Downloads: 130
Uploads: 0
Default

I load 2 in the rears just in case of a DC run. IF they even guide in the first place, the damage just pisses them off enough to get them to break.

Like shooting a deer with a BB. All you're gonna manage to do is piss off the deer.

But I think I'll try some of the tactics - I learned a lot reading this

Great post - thanks
__________________
Sunken Mustangs

Proud Ford Mustang owner

"Damn the torpedoes! Full speed ahead!" - Admiral David Farragut

Run silent - run deep - keep the baffles clear - targets front and center.

Private pilot and history buff
Anthony W. is offline   Reply With Quote
Old 05-12-11, 02:06 PM   #17
Daniel Prates
Grey Wolf
 
Join Date: Apr 2011
Location: Curitiba, Brazil
Posts: 938
Downloads: 65
Uploads: 0
Default

I did some save-game experiences and tried out the cutie in several ways. They are a disapointment most of the time (in TMO at least). Basically, in 9 out or 10 situations it will lock on a DD, but not be in such an angle that it can hit it in an interception course - causing this ridiculous chase of a 12kts mine against a 30kts ship.

Although designed for anti-escort reasons, isnt' actually it more useful agains convoy ships? Imagine such a situation where you emerge too close or even inside a convoy - in such a position where you cannot aim and fire torpedos with the calm or room that you would want. Isn't this the perfect time to crudely aim some cuties and leave them to chase their targets as thei please?

As long as you draw the escorts elsewhere, they will follow the merchants (which speed is more suitable to the cutie), possibly cripling them.
Daniel Prates is offline   Reply With Quote
Old 05-12-11, 03:11 PM   #18
Anthony W.
Grey Wolf
 
Join Date: Feb 2009
Location: Central Indiana
Posts: 850
Downloads: 130
Uploads: 0
Default

Quote:
Originally Posted by Daniel Prates View Post
I did some save-game experiences and tried out the cutie in several ways. They are a disapointment most of the time (in TMO at least). Basically, in 9 out or 10 situations it will lock on a DD, but not be in such an angle that it can hit it in an interception course - causing this ridiculous chase of a 12kts mine against a 30kts ship.

Although designed for anti-escort reasons, isnt' actually it more useful agains convoy ships? Imagine such a situation where you emerge too close or even inside a convoy - in such a position where you cannot aim and fire torpedos with the calm or room that you would want. Isn't this the perfect time to crudely aim some cuties and leave them to chase their targets as thei please?

As long as you draw the escorts elsewhere, they will follow the merchants (which speed is more suitable to the cutie), possibly cripling them.
Those convoy ships are larger and take a lot more flooding to sink.

If you flood one average compartment in a DD, she'll be put out of action. 2 compartments in the same section of the ship, and its pretty much over.

The larger warheads of other torpedoes are better for sinking larger ships because the bigger explosion sets off explosions and starts fires. I bet that flooding alone from a torpedo hit didn't sink many ships - rather it was the resulting fire or explosion that took most of them down.
__________________
Sunken Mustangs

Proud Ford Mustang owner

"Damn the torpedoes! Full speed ahead!" - Admiral David Farragut

Run silent - run deep - keep the baffles clear - targets front and center.

Private pilot and history buff
Anthony W. is offline   Reply With Quote
Old 05-12-11, 04:08 PM   #19
Daniel Prates
Grey Wolf
 
Join Date: Apr 2011
Location: Curitiba, Brazil
Posts: 938
Downloads: 65
Uploads: 0
Default

Quote:
Originally Posted by Anthony W. View Post
I bet that flooding alone from a torpedo hit didn't sink many ships - rather it was the resulting fire or explosion that took most of them down.
Indeed none of my cutie hits sunk a ship. They either rended the DD almost motionless, or semi-sunk but operational (I tried to emerge about 3500 meters away and try to sink it with the deckgun. Huge mistake).
Daniel Prates is offline   Reply With Quote
Old 05-12-11, 04:40 PM   #20
Anthony W.
Grey Wolf
 
Join Date: Feb 2009
Location: Central Indiana
Posts: 850
Downloads: 130
Uploads: 0
Default

Quote:
Originally Posted by Daniel Prates View Post
Indeed none of my cutie hits sunk a ship. They either rended the DD almost motionless, or semi-sunk but operational (I tried to emerge about 3500 meters away and try to sink it with the deckgun. Huge mistake).
I do so hate when a DD has its rear end raised in the air looking like its bobbing for apples, and its still firing.
__________________
Sunken Mustangs

Proud Ford Mustang owner

"Damn the torpedoes! Full speed ahead!" - Admiral David Farragut

Run silent - run deep - keep the baffles clear - targets front and center.

Private pilot and history buff
Anthony W. is offline   Reply With Quote
Old 05-12-11, 10:41 PM   #21
Stealhead
Navy Seal
 
Stealhead's Avatar
 
Join Date: Feb 2009
Location: Kentucky
Posts: 5,421
Downloads: 85
Uploads: 0
Default

The larger warheads of other torpedoes are better for sinking larger ships because the bigger explosion sets off explosions and starts fires. I bet that flooding alone from a torpedo hit didn't sink many ships - rather it was the resulting fire or explosion that took most of them down.[/QUOTE]

The best way to sink a ship is to over whelm its crews abilities to control the damage suffered so you are right on this.That is why the general rule was to fire a three or four torpedo spread(more for a very large ship or capital ship) at various sections of ship the more spread out the damage the better the odds that the crew will be unable to maintain effective damage control and down she goes.Even a smaller tonnage ship has(talking real life WWII here) a good chance to survive a single torpedo hit so long as it did not break the ships back though many did go down due to over whelming flooding for sure maybe more than did by explosions alone a ship completely going up in huge explosion was actually pretty rare and was the talk of the town when a sub witnessed/felt it.In fact in WWII the hardest merchant vessel type to sink was any larger sized tanker due to the added bouncy of it load sometimes they took several hits to go down and often the ships that did explode like the Fourth were cargo vessels loaded down with munitions.

At Truk Lagoon in 1944 a Navy aircraft attacked a merchant loaded down with ammo and the resulting explosion was so powerful that it engulfed the attacking plane which was a few thousand feet away and nearly his wing men gives you an idea how hazardous a true surface attack could be.

When they did detailed studies after the war using Japanese data the US Navy found that many ships that appeared to have suffered serious damage and where listed as probables turned out to have made it back to port but in war that is still a loss some what because the ship will be out of service for a time being repaired.I am sure a few Japanese merchants that got hit by duds(in real life these would have penetrated the hull sometimes) that where patched up only to be sunk later by one that did work and others that survived solid torpedo hits only to go down a few months or years later.

The same can be said for the US Navy we had outstanding damage control crews on our ships and that saved us on more than one occasion like at Midway.

By the way Anthony if you are lookng for the most accurate ship damage/sinking simulation then you may want to give Real Fleet Boat a spin it is different in several respects from TMO but is just as good a super mod in its own way.

Last edited by Stealhead; 05-12-11 at 10:57 PM.
Stealhead is offline   Reply With Quote
Old 05-13-11, 09:33 AM   #22
Daniel Prates
Grey Wolf
 
Join Date: Apr 2011
Location: Curitiba, Brazil
Posts: 938
Downloads: 65
Uploads: 0
Default

Quote:
Originally Posted by Stealhead View Post
The best way to sink a ship is to over whelm its crews abilities to control the damage suffered so you are right on this(.....) the more spread out the damage the better the odds that the crew will be unable to maintain effective damage control and down she goes.
Since we're already on the damage subject: and what about gunfire? According to the above quoted point of view (which I agree), where then should gunfire be centered in?

From afar (say 3000 meters), it's hard to be picky, but as close as 1000 meters (in one of those rare ocasions where the merchant isn't armed) you can actually choose a point in the ship where to fire upon. What are the most tender points?
Daniel Prates is offline   Reply With Quote
Old 05-13-11, 09:40 AM   #23
Anthony W.
Grey Wolf
 
Join Date: Feb 2009
Location: Central Indiana
Posts: 850
Downloads: 130
Uploads: 0
Default

Quote:
Originally Posted by Daniel Prates View Post
Since we're already on the damage subject: and what about gunfire? According to the above quoted point of view (which I agree), where then should gunfire be centered in?

From afar (say 3000 meters), it's hard to be picky, but as close as 1000 meters (in one of those rare ocasions where the merchant isn't armed) you can actually choose a point in the ship where to fire upon. What are the most tender points?
I have better luck shooting the command deck and visible cargo

Also - remember how an Exorcet hit a British cargo ship in the Falklands, but failed to go off, however it sank later due to fire
__________________
Sunken Mustangs

Proud Ford Mustang owner

"Damn the torpedoes! Full speed ahead!" - Admiral David Farragut

Run silent - run deep - keep the baffles clear - targets front and center.

Private pilot and history buff
Anthony W. is offline   Reply With Quote
Old 05-13-11, 07:26 PM   #24
Stealhead
Navy Seal
 
Stealhead's Avatar
 
Join Date: Feb 2009
Location: Kentucky
Posts: 5,421
Downloads: 85
Uploads: 0
Default

The gun fire depends on what version you are playing in stock and TMO it wont matter so much thanks to type of damage model so shot until it sinks in Real Fleet Boat you/d want to target areas that where already flooding or again shot until it sinks I aim for the water line myself.

Though I only use the deck gun on lone ships that need a coup de grace to finish them off so I don't usually fire but a maybe 10 shells at the most talking larger torpedo worthy ships here that have already suffered hits from fish.

Some of you guys are confusing what can happen in real life with what can happen in the game they are not the same.Unless you have a mod that simulates fire damage fires are nothing but eye candy in game just like the holes form torpedo and shell hits and if the something blows up or not it is all eye candy.
Stealhead is offline   Reply With Quote
Old 05-13-11, 07:55 PM   #25
Daniel Prates
Grey Wolf
 
Join Date: Apr 2011
Location: Curitiba, Brazil
Posts: 938
Downloads: 65
Uploads: 0
Default

Quote:
Originally Posted by Stealhead View Post
Some of you guys are confusing what can happen in real life with what can happen in the game they are not the same.Unless you have a mod that simulates fire damage fires are nothing but eye candy in game just like the holes form torpedo and shell hits and if the something blows up or not it is all eye candy.
So real fleet boat is the one, regarding actual damages?
Daniel Prates is offline   Reply With Quote
Old 05-13-11, 10:50 PM   #26
Anthony W.
Grey Wolf
 
Join Date: Feb 2009
Location: Central Indiana
Posts: 850
Downloads: 130
Uploads: 0
Default

Quote:
Originally Posted by Stealhead View Post
Unless you have a mod that simulates fire damage...
Ship Fire Damage Mod
__________________
Sunken Mustangs

Proud Ford Mustang owner

"Damn the torpedoes! Full speed ahead!" - Admiral David Farragut

Run silent - run deep - keep the baffles clear - targets front and center.

Private pilot and history buff
Anthony W. is offline   Reply With Quote
Old 05-13-11, 11:41 PM   #27
Stealhead
Navy Seal
 
Stealhead's Avatar
 
Join Date: Feb 2009
Location: Kentucky
Posts: 5,421
Downloads: 85
Uploads: 0
Default

That mod only does ship fires the mod that Real Fleet Boat uses simulates the entire ships systems and compartments and is there fore the most accurate.

Based on reading the thread for the fire mod some say it seems to little others say it does alot that seems very inconsistent to which is why I passed on it a few weeks back.

So to Dan yes RFB is the best for damages(without adding anything to it seeing as it part of the RFB files)... the fire mod is questionable realism wise just read the thread on it people are getting different results I am not saying that it is bad just that it may not be very accurate or consistent it is also a port of an SH5 mod so keep that in mind.There are different things effecting damage and explosions so folks with tons of mods who knows what will happen this is why I only use a handful of mods keep it simple and consistent.With lots of mods you cant know for sure in many cases if they will have strange effect when combined with another mod.

Last edited by Stealhead; 05-13-11 at 11:56 PM.
Stealhead is offline   Reply With Quote
Old 05-14-11, 03:42 PM   #28
Daniel Prates
Grey Wolf
 
Join Date: Apr 2011
Location: Curitiba, Brazil
Posts: 938
Downloads: 65
Uploads: 0
Default

Quote:
Originally Posted by Stealhead View Post
the fire mod is questionable realism wise just read the thread on it people are getting different results I am not saying that it is bad just that it may not be very accurate or consistent it is also a port of an SH5 mod so keep that in mind.There are different things effecting damage and explosions so folks with tons of mods who knows what will happen this is why I only use a handful of mods keep it simple and consistent.With lots of mods you cant know for sure in many cases if they will have strange effect when combined with another mod.
Thanks man, i'll be sure to check it out. From what i've been reading, this mod does not conflict with the most popular supermods.

An regarding the 'different reasults' which motivated my quote above, it should be pointed out that, at the end of the day, what would happen in real life is that there were no rule of thumb in most cases... some ships would take an unbeleivable ammount of hits and not sink, whereas others would blow apart with an aparently harmless hit... so maybe the mod comes closer to real life that it would appear.
Daniel Prates is offline   Reply With Quote
Old 05-14-11, 04:38 PM   #29
Stealhead
Navy Seal
 
Stealhead's Avatar
 
Join Date: Feb 2009
Location: Kentucky
Posts: 5,421
Downloads: 85
Uploads: 0
Default

Thats fine you can use any mod you want really I was just saying that not all of them are realistic that mod was made for those who really wanted to fire do damage that's all I can use my imagination and get the same result like how some guys will dive during a storm in game to let their crew rest that is not in the game they are just role playing so to speak.
Stealhead is offline   Reply With Quote
Old 05-14-11, 05:45 PM   #30
Daniel Prates
Grey Wolf
 
Join Date: Apr 2011
Location: Curitiba, Brazil
Posts: 938
Downloads: 65
Uploads: 0
Default

Daniel Prates is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 03:50 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.